This was a quick and simple adventure that was very easy to run, especially with the included to scale map. New players weren't overwhelmed and more experienced players were still challenged by the combat, especially if a certain type of enemy refuses to stay dead.
The bonus objective felt too much as an aside if included at the end. It may feel better if set before the final encounter, though that does require some additional work.
It's obvious that this is a work of passion that has consumed countless hours of labor and love.
I've only read through a few sections at this point, and to say it is comprehensive would be an understatement.
Well done, Ryan and Christopher.
We finished this yesterday, having split it into two sessions. My group typically runs twice as long as "recommended" times (very heavy RP and tactical planning) so it should be a decent length for most.
I enjoyed running it, and I think it might have been my group's favorite one-shot ever. (Said one player after the climactic conclusion, *"I feel like I need a cigarette after that..."* She's not a smoker.)
The pacing is great: opening with a bang-up narrative hook, taking you through some oppressive low-profile scenes, offering an optional tension-breaking dream sequence (push your group towards this), climaxing in a difficult moral dilemna (some of us might have gotten a little moist-eyed), and concluding with a high-octane chase that encourages collaborative storytelling. There are many combats, but clever players (and flexible DM) will find ways that characters can avoid many. (It's also easy to cut some for time.) There is a lot of roleplay potential for tables that enjoy th...
I adapted this dungeon into my campaign. It worked nicely and there are a few memorable moments. I had bone naga be passive as long as they were not attacked, the party was far too suspicious of it and worked together really well for a non-encounter ;)
It works as a standalone encounter or for adaptation. Well worth the $1 ;)
This sequel to CCC-UK-1 stands on it's own quite well and presents a village that feels very different and darker than the somewhat idyllic hamlet in the first module. Like the predecessor, this module features a very good mix of social interaction and combat. There's a mystery to solve, and a the characters will likely find themsleves of having to make a choice on which "success" they feel is most important.
As in the earlier module, it was written before AL Season 8 guidlines had been put out for module writing, so this has all the benefits of the earlier format, plus sections/sidebars which detail the changes that an AL DM needs to make to the treasure found (i.e. none, grumblegrumble). So it is a great way for a DM new to Season 8 to jump in. (I know, Season 8 has been going on for a long time now, but I disliked it so much I resisted running any AL games for a long while; I still dislike it but I am getting over it. Note to any AL admins who happen to read this: CHANGE THE GOL...
This module is a lot of fun. Though it was written before Season 8, there are sections that provide Season 8 adjustment instructions, which was very helpful to me, as it was my first time DMing under AL Season 8 rules. There is a nice mix of social interaction and combat and is a great 1st adventure for new players of any age, IMO. Though written for AL, it is a fine addition to any DM's collection. I look forward to running it again.
This adventure was simply amazing, and so well layed out. I grasped the whole of it in the first few pages and the rest went into detail that managed to avoid any bloat while feeling full of life. I really wish Rajan had made more - or that people could learn from this layout. Kudos!
This is a fantastic adventure! I used it to kick off a new campaign which involved some players who have never played D&D and had a lot of preconceived ideas. This is a very playful adventure and is great for illustrating how varied RPG experiences can be. I highly suggest it.
Part 1 in a 3 part series. I had just 30 minutes to prep and the adventure was easy to run for the table. Finished in around 3 hours with some roleplay. Fun combat and interesting adventure. Perfect for a short notice game.
This should be taken as inspiration for making your own lovecraftian monster. THE CR IS WAY OFF. Taking these creatures as they are written and assuming the CR is correct, your players WILL DIE. The Gug, which is written to be a challenge rating of 10, is at least 20. I would bump it to 23 because of its ridiculous AC and flanking capabilities.